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EVERYTHING YOU NEED TO KNOW ABOUT BFV
Attention soldiers! As we approach the end of Battlefield 1, and look towards Battlefield V, we've rounded up all confirmed features that you need to know about the next Battlefield release into one straightforward article.
Below you can read up on what you can expect to find in the next Battlefield, and we'll be updating this as more information is released over the next coming weeks. Note that not all of these features may make it into the release of the game.
If you think we've missed something, would like to report an error, or just want to join the BFV hype train (toot toot!), then be sure to visit the BFNations Discord Server
General
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Release date: October 19th for standard edition, October 16th for deluxe edition
Premium pass/content no longer exists
Confirmed: no “pay-to-win”. You cannot buy progression, and the focus is “play to progress”
There will be microtransactions, most likely just visual customisations for players, weapons and vehicles.
Devs say it’s a game “inspired by WW2, not an actual depiction”
More vertical gameplay, with bridges, high buildings etc.
Faction specific vehicles. Heavy vehicles will be countered by opposing team having lighter, more maneuverable vehicles. Asymmetric gameplay.
Elite classes & behemoths have been removed.
LIVE SERVICE
As part of live service, we’ll be receiving regular content updates:
Periodic release of new maps/themes, released as “chapters” or “seasons”
Regular assignments or challenges, offering rewards such as dog tags, weapon skins, facepaints etc. This will be tied into Grand Operations, with modified games offering daily/weekly challenges to unlock custom content.
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SETTING
So the setting is World War II.
Dynamic weather is back. Expect the whole scene around you to change with the weather, with rain, sandstorms, fog and more.
The 1st Chapter we will play at launch is called “Fall of Europe”
Mountains of Norway
Unravel the story of a young Norwegian resistance fighter during the German occupation. The story is told not in the grand scheme of saving the world, but from a more intimate perspective: saving your loved ones. For each story we want to find a new angle, a new palette, and new gameplay to ensure that you’ll never know what’s around the corner.
French countryside
Frantic fights in Northern France in an unexpected time period, early in the war. You’ll experience iconic WW2 elements such as paratroopers dropping from the sky near a mission-critical bridge. However, this time it’s part of the German offensive on the British positions along the Escaut, which later would lead to the dramatic events of Dunkirk.
Rotterdam
North Africa
Game modes
The classics are still around, with one big exception…
Conquest
Team Deathmatch
Domination
Conquest Assault
War Stories (Singleplayer)
Grand Operations
A large, 45-60 min game mode spread over 4 fictional days. You won’t always get to day 4..
Final stand - if its a draw or close, you get into the 4th day, 1 life each, low resources, heavy weather/effects. Last man standing wins.
Conquest Assault - Yet more gameplay, but can easily be modified as part of live service to offer extra rewards and customisation options.
Breakthrough - Cap points 1 by 1 in gruesome combat
Airborne - Jump out of an aircraft and right into the action
Combined Arms
Not seen since BF3, co-op makes a return in BFV. Play with your team to progress your soldier and player profile together. Fun!
Content
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Vehicles and Weapons
These are the weapons seen in the trailer and other BFV content which has been released. Expect more to be announced.
Ground Vehicles
Tiger 1 tank
Churchill tanks
AVRE 290mm Spigot mortar
Churchill gun carrier
Tiger tank
Kettenkraftrad
Volkswagen Kübelwagen
Panzer IV tank
Opel Blitz truck
Sd.Kfz. 251 Sonderkraftfahrzeug 251
Sturmtiger
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Aircraft
Messerschmitt Bf 109
Junkers Ju 87
Spitfire
Bristol Blenheim
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Melee weapons
Cricket bat
Axe?
Katana
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Explosive weapons
Panzerschreck
Panzerfaust
V1 flying bomb
PIAT launcher
US M2 frag grenades
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Weapons
MG42
Thompson SMG
MP40 SMG
Sturmgewehr 44
Bren light machine gun
Lee-Enfield sniper
Sten SMG
Walther P38
M1 Carbine
Ribeyrolles 1918
SIG KE7 Light Machine Gun
Lewis gun
Erma EMP SMG
Gewehr 43
M1 Garand
Mkb 44
Kar 98k
M1911
Luger P08
Other
Flak 38 cannon
PAK 40 anti tank gun
Game mechanics
Gunplay
No more visual recoil, you will shoot where your gun is pointed.
Each gun has a unique recoil pattern which can be learned.
Bipods are now easier to set up.
Bullet penetration through thin wood, sheet metal, walls. Larger calibre weapons will penetrate thicker/denser materials.
Grenades - You can throw back grenades, and shoot them to make them explode sooner. They do not detonate as fast as in BF1.
“Sweet spot” for snipers to do max damage is gone. No ideal distance.
Bayonet charging still exists, however bayonet takes up a gadget slot.
Player movement
Your character will now react with walls, and doors, putting weight into the things it collides against. You may stumble.
Jumping out of windows - No more breaking windows, you can jump, and then roll as you hit the ground to retain your momentum.
Your character will adapt depending on the environment it is moving in. Mud, tall grass, water etc. This is visual and does not affect gameplay.
You can dive in all directions, and shoot while in the air (with a large accuracy penalty). There is a cooldown on this ability to prevent abuse (zouzou slides

)
Player interactions
Players can be knocked over and away from large explosions, as long as you’re not in the kill radius.
If you are dying, you can be dragged around by other players to a safer spot, where you can be revived.
Ragdoll animations are now serverside. What happens to your limp, dying body, is everyone’s business
New Melee animations with gadgets such as the garotte, cricket bat etc.
You will need to interact more with the world around you. Picking up ammo, med kits, healing and more will require you to press a button and will take longer.
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Environment
Procedural destruction system - nothing is the same. Debris will fall after the inital damage depending on density/weight of material.
Explosions and how they occur affect how something is destroyed. For example debris will fly outwards if an explosion takes place inside a building. A tank shell will implode the house instead.
You can now tow stationary weapons such as the field gun, AA, and also resupply stations.
You can still roadkill.
Spotting. 3D spotting is gone, and the player has to rely more on scanning the environment for movement, listening for footsteps and gunshots. Callouts are still in the game however gadgets need to be used to spot effectively.
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Squadplay/ingame features
It looks like 4 man squads are back, yay.
Squad leader able to use squad accumulated points to call in different types of support. Squad leader has a radio, calls in and marks something on the map to have it drop
V1 rocket or JB2 rocket (easy to break through fortifications with)
Med kits /ammo supply drop
Smoke barrage
Call in “hero vehicles” as a squad leader - Sturmtiger and Churchill Crocodile - 4 man tanks, only able to be used by your squad, other people cannot enter the vehicles.
The squad can build up the “re-enforcement meter” by..
Capping objectives
Handing out ammo
Killing enemies
Healing/reviving squad
Build fortifications
Every class CAN DO THIS - Supports can do this faster + gun emplacements and resupply points + rebuild damaged fortifications
Toolbox instead of gas mask for support class
Walls
Sandbags
Foxholes
Barbed wire
Trenches
Tank traps
Rebuild destroyed buildings too
Buddy system, anyone in a squad can revive you, however it takes longer than a medic takes, and only gives you a little health. The rest is up to you.
Designated points at flags to stock up on ammo and meds etc
Looting dead enemies
Spawn system
You get shot.. and
You go into revive animation, you can look around and call for help. There is a timer.
No revive? you can go to a full screen POV of the squad mates “over the shoulder view”. This has a timer.
If all squad mates are dead, you go back to normal “birds eye view” spawn screen instead.
Customisation and Progression
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Cosmetic customisation (soldier)
Gender
Facial structure
Facial accessories (bandages, glasses etc)
Tattoos
Torso/legs/boots custom clothing and accessories, such as compass
Possibly prosthetics, deeper level of visual customisation
Cosmetic CUSTOMIZATION (weapons/vehicles)
Camouflage/custom skins for both weapons and vehicles. Skins can be unlocked by playing
Potentially renaming vehicles
5-7 parts of the gun can be customised
"Vehicles were often mobile homes and the scars from endless fights should show. Personal touches and modifications were also common during the war. We’ve implemented this to allow you to visualize your own personalities and gameplay styles in brand-new ways.
Progression
You will be able to unlock all types of available content just by playing the game. You can rank up your skill tree, and this allows you to unlock new features for weapons, vehicles and soldier customisations.
This is part of the Live service, with assignments, daily orders, special assignments.
Weapon CUSTOMIZATION affecting GAME PLAY
Suppressors
Bipods
Fore grips
Sights/scopes
Archetypes
Highly specialized archetypes called exotics such as a recon paratrooper, stealthy short-range behind enemy lines person who uses a suppressed SMG and silent gadgets like pistols and garrotes comes with silent footsteps and throwing knives. You can also choose between gadgets like: grenade gun smoke, flare gun and throwing knifes.
Each class has its own sets of archetypes, that you’ll unlock by playing and leveling up your class. In its current state, you start with 1 archetype unlocked, and the first one after that is unlocked when you’ve reached level 4 with your specific class.